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czech - 3 changes by SmatZ
dutch - 12 changes by Yexo
english_US - 1 changes by Rubidium
estonian - 138 changes by notAbot
finnish - 5 changes by jpx_
french - 1 changes by glx
german - 3 changes by planetmaker
polish - 135 changes by amateja
spanish - 1 changes by Terkhen
vietnamese - 3 changes by sephiroth2m
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r12815:093b9b6ff3cb r12815:093b9b6ff3cb r12815:093b9b6ff3cb r12815:093b9b6ff3cb r12815:093b9b6ff3cb r12815:093b9b6ff3cb r12815:093b9b6ff3cb r12815:093b9b6ff3cb r12815:093b9b6ff3cb | /* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file industrytype.h Industry type specs. */
#ifndef INDUSTRYTYPE_H
#define INDUSTRYTYPE_H
#include "economy_type.h"
#include "map_type.h"
#include "slope_type.h"
#include "industry_type.h"
#include "landscape_type.h"
#include "strings_type.h"
#include "cargo_type.h"
#include "newgrf_animation_type.h"
#include "newgrf_commons.h"
enum IndustryCleanupType {
CLEAN_RANDOMSOUNDS, ///< Free the dynamically allocated sounds table
CLEAN_TILELAYOUT, ///< Free the dynamically allocated tile layout structure
};
/** Available types of industry lifetimes. */
enum IndustryLifeType {
INDUSTRYLIFE_BLACK_HOLE = 0, ///< Like power plants and banks
INDUSTRYLIFE_EXTRACTIVE = 1 << 0, ///< Like mines
INDUSTRYLIFE_ORGANIC = 1 << 1, ///< Like forests
INDUSTRYLIFE_PROCESSING = 1 << 2, ///< Like factories
};
/**
* Available procedures to check whether an industry may build at a given location.
* @see CheckNewIndustryProc, _check_new_industry_procs[]
*/
enum CheckProc {
CHECK_NOTHING, ///< Always succeeds.
CHECK_FOREST, ///< %Industry should be build above snow-line in arctic climate.
CHECK_REFINERY, ///< %Industry should be positioned near edge of the map.
CHECK_FARM, ///< %Industry should be below snow-line in arctic.
CHECK_PLANTATION, ///< %Industry should NOT be in the desert.
CHECK_WATER, ///< %Industry should be in the desert.
CHECK_LUMBERMILL, ///< %Industry should be in the rain forest.
CHECK_BUBBLEGEN, ///< %Industry should be in low land.
CHECK_OIL_RIG, ///< Industries at sea should be positioned near edge of the map.
CHECK_END, ///< End marker of the industry check procedures.
};
/** How was the industry created */
enum IndustryConstructionType {
ICT_UNKNOWN, ///< in previous game version or without newindustries activated
ICT_NORMAL_GAMEPLAY, ///< either by user or random creation process
ICT_MAP_GENERATION, ///< during random map creation
ICT_SCENARIO_EDITOR ///< while editing a scenario
};
/** Various industry behaviours mostly to represent original TTD specialities */
enum IndustryBehaviour {
INDUSTRYBEH_NONE = 0,
INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fields around itself (temp and arctic farms)
INDUSTRYBEH_CUT_TREES = 1 << 1, ///< cuts trees and produce first output cargo from them (lumber mill)
INDUSTRYBEH_BUILT_ONWATER = 1 << 2, ///< is built on water (oil rig)
INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger than 1200 inhabitants (temperate bank)
INDUSTRYBEH_ONLY_INTOWN = 1 << 4, ///< can only be built in towns (arctic/tropic banks, water tower)
INDUSTRYBEH_ONLY_NEARTOWN = 1 << 5, ///< is always built near towns (toy shop)
INDUSTRYBEH_PLANT_ON_BUILT = 1 << 6, ///< Fields are planted around when built (all farms)
INDUSTRYBEH_DONT_INCR_PROD = 1 << 7, ///< do not increase production (oil wells) in the temperate climate
INDUSTRYBEH_BEFORE_1950 = 1 << 8, ///< can only be built before 1950 (oil wells)
INDUSTRYBEH_AFTER_1960 = 1 << 9, ///< can only be built after 1960 (oil rigs)
INDUSTRYBEH_AI_AIRSHIP_ROUTES = 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig)
INDUSTRYBEH_AIRPLANE_ATTACKS = 1 << 11, ///< can be exploded by a military airplane (oil refinery)
INDUSTRYBEH_CHOPPER_ATTACKS = 1 << 12, ///< can be exploded by a military helicopter (factory)
INDUSTRYBEH_CAN_SUBSIDENCE = 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses)
/* The following flags are only used for newindustries and do no represent any normal behaviour */
INDUSTRYBEH_PROD_MULTI_HNDLING = 1 << 14, ///< Automatic production multiplier handling
INDUSTRYBEH_PRODCALLBACK_RANDOM = 1 << 15, ///< Production callback needs random bits in var 10
INDUSTRYBEH_NOBUILT_MAPCREATION = 1 << 16, ///< Do not force one instance of this type to appear on map generation
INDUSTRYBEH_CANCLOSE_LASTINSTANCE = 1 << 17, ///< Allow closing down the last instance of this type
};
DECLARE_ENUM_AS_BIT_SET(IndustryBehaviour)
/** Flags for miscellaneous industry tile specialities */
enum IndustryTileSpecialFlags {
INDTILE_SPECIAL_NONE = 0,
INDTILE_SPECIAL_NEXTFRAME_RANDOMBITS = 1 << 0, ///< Callback 0x26 needs random bits
};
DECLARE_ENUM_AS_BIT_SET(IndustryTileSpecialFlags)
struct IndustryTileTable {
TileIndexDiffC ti;
IndustryGfx gfx;
};
/**
* Defines the data structure for constructing industry.
*/
struct IndustrySpec {
const IndustryTileTable * const *table;///< List of the tiles composing the industry
byte num_table; ///< Number of elements in the table
uint8 cost_multiplier; ///< Base construction cost multiplier.
uint32 removal_cost_multiplier; ///< Base removal cost multiplier.
uint32 prospecting_chance; ///< Chance prospecting succeeds
IndustryType conflicting[3]; ///< Industries this industry cannot be close to
byte check_proc; ///< Index to a procedure to check for conflicting circumstances
CargoID produced_cargo[2];
byte production_rate[2];
byte minimal_cargo; ///< minimum amount of cargo transported to the stations
///< If the waiting cargo is less than this number, no cargo is moved to it
CargoID accepts_cargo[3]; ///< 3 accepted cargos
uint16 input_cargo_multiplier[3][2]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargos)
IndustryLifeType life_type; ///< This is also known as Industry production flag, in newgrf specs
byte climate_availability; ///< Bitmask, giving landscape enums as bit position
IndustryBehaviour behaviour; ///< How this industry will behave, and how others entities can use it
byte map_colour; ///< colour used for the small map
StringID name; ///< Displayed name of the industry
StringID new_industry_text; ///< Message appearing when the industry is built
StringID closure_text; ///< Message appearing when the industry closes
StringID production_up_text; ///< Message appearing when the industry's production is increasing
StringID production_down_text; ///< Message appearing when the industry's production is decreasing
StringID station_name; ///< Default name for nearby station
byte appear_ingame[NUM_LANDSCAPE]; ///< Probability of appearance in game
byte appear_creation[NUM_LANDSCAPE]; ///< Probability of appearance during map creation
uint8 number_of_sounds; ///< Number of sounds available in the sounds array
const uint8 *random_sounds; ///< array of random sounds.
/* Newgrf data */
uint16 callback_mask; ///< Bitmask of industry callbacks that have to be called
uint8 cleanup_flag; ///< flags indicating which data should be freed upon cleaning up
bool enabled; ///< entity still available (by default true).newgrf can disable it, though
GRFFileProps grf_prop; ///< properties related to the grf file
/**
* Is an industry with the spec a raw industry?
* @return true if it should be handled as a raw industry
*/
bool IsRawIndustry() const;
/**
* Get the cost for constructing this industry
* @return the cost (inflation corrected etc)
*/
Money GetConstructionCost() const;
/**
* Get the cost for removing this industry
* Take note that the cost will always be zero for non-grf industries.
* Only if the grf author did specified a cost will it be applicable.
* @return the cost (inflation corrected etc)
*/
Money GetRemovalCost() const;
/**
* Determines whether this industrytype uses smooth economy or whether it uses standard/newgrf production changes.
* @return true if smooth economy is used.
*/
bool UsesSmoothEconomy() const;
};
/**
* Defines the data structure of each indivudual tile of an industry.
*/
struct IndustryTileSpec {
CargoID accepts_cargo[3]; ///< Cargo accepted by this tile
uint8 acceptance[3]; ///< Level of acceptance per cargo type
Slope slopes_refused; ///< slope pattern on which this tile cannot be built
byte anim_production; ///< Animation frame to start when goods are produced
byte anim_next; ///< Next frame in an animation
bool anim_state; ///< When true, the tile has to be drawn using the animation
///< state instead of the construction state
/* Newgrf data */
uint8 callback_mask; ///< Bitmask of industry tile callbacks that have to be called
AnimationInfo animation; ///< Information about the animation (is it looping, how many loops etc)
IndustryTileSpecialFlags special_flags; ///< Bitmask of extra flags used by the tile
bool enabled; ///< entity still available (by default true).newgrf can disable it, though
GRFFileProps grf_prop; ///< properties related to the grf file
};
/* industry_cmd.cpp*/
const IndustrySpec *GetIndustrySpec(IndustryType thistype); ///< Array of industries data
const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx); ///< Array of industry tiles data
void ResetIndustries();
/* writable arrays of specs */
extern IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
extern IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
/* industry_gui.cpp */
void SortIndustryTypes();
/* Industry types sorted alphabetically by name. */
extern IndustryType _sorted_industry_types[NUM_INDUSTRYTYPES];
/**
* Do industry gfx ID translation for NewGRFs.
* @param gfx the type to get the override for.
* @return the gfx to actually work with.
*/
static inline IndustryGfx GetTranslatedIndustryTileID(IndustryGfx gfx)
{
/* the 0xFF should be GFX_WATERTILE_SPECIALCHECK but for reasons of include mess,
* we'll simplify the writing.
* Basically, the first test is required since the GFX_WATERTILE_SPECIALCHECK value
* will never be assigned as a tile index and is only required in order to do some
* tests while building the industry (as in WATER REQUIRED */
if (gfx != 0xFF) {
assert(gfx < INVALID_INDUSTRYTILE);
const IndustryTileSpec *it = &_industry_tile_specs[gfx];
return it->grf_prop.override == INVALID_INDUSTRYTILE ? gfx : it->grf_prop.override;
} else {
return gfx;
}
}
static const uint8 IT_INVALID = 255;
#endif /* INDUSTRYTYPE_H */
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